// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta
// browsers, and may break.)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID.
//  Read the FAQ about ImTextureID! [X] Renderer: Large meshes support (64k+
//  vertices) with 16-bit indices.

// You can use unmodified imgui_impl_* files in your project. See examples/
// folder for examples of using this. Prefer including the entire imgui/
// repository into your project (either as a copy or as a submodule), and only
// build the backends you need. If you are new to Dear ImGui, read documentation
// from the docs/ folder + read the top of imgui.cpp. Read online:
// https://github.com/ocornut/imgui/tree/master/docs

#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "webgpu.h"

IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(
    WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format,
    WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void
ImGui_ImplWGPU_RenderDrawData(ImDrawData *draw_data,
                              WGPURenderPassEncoder pass_encoder);

// Use if you want to reset your rendering device without losing Dear ImGui
// state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
